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510 posts. Alias of Fake Healer.


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Hozs Ferryman wrote:


Hozs offers to help carry things and loads the heavy bars into his pack. He hardly notices the extra weight, much like he does not notice the logic in waitng or any protestations.

There is at least 100 pound of adamantine and 50 pounds of mithral there, I doubt your pack can hold that. LOL.


Effan Effluvium wrote:
Faldor O'Gistoresh wrote:

Looking through the items the small gnome turns towards Effan, "Can you tell if any of these have any power?"

Sized for medium creatures I assume. Kinda figure since made by dwarves.

"I'll try." Detect magic on the lot.

No magic, just good, quality dwarf-made items.


Faldor O'Gistoresh wrote:

Looking through the items the small gnome turns towards Effan, "Can you tell if any of these have any power?"

Sized for medium creatures I assume. Kinda figure since made by dwarves.

Actually the mithral shirt can be adjusted to fit either small or medium sized characters, take about 15 minutes to adjust it, it is currently set up for medium.

And the dagger is sized for a small character.
Also I forgot, there are 2 handaxes(medium sized), one cold iron and one made of the strange hybrid metal as the shield (counts as adamantine for hardness and stuff like the +1 to hit and damage, weighs the same as normal weapon due to the lighter mithral alloy in it.)


Boxes and barrels are opened, most of which contain long-forgotten and age-ruined stores.....work implements, rotted leather in bulk, bolts of sturdy canvas covered in mold and rot, etc....except for one long box buried under barrels in the left rear corner of the tower.
Prying the lid off of it reveals a shirt of chain fashioned from mithral, a dagger made of a dark metal that appears to be adamantine, and a light rectangular shield made of a metal that appears to be a mix of mithral and adamantine. After removing these items from the box the remaining contents can be seen.....8 pieces of barstock of mithral and 8 matching pieces of barstock composed of adamantine. Quite valuable and quite heavy. Finding a smith able to work the fine-quality metals may be difficult but would be worth the effort!

posting as I can, sorry for the delays!


Sorry guys, life is giving me some wicked combos lately.

The upper area of the tower, once the failing stairs are navigated, opens to the sky, cobwebs and husks of spider-sheddings are everywhere, but there is nothing else of interest up here......except for some spideregg-sacks.....a future swarm in the making.

The first floor of the tower is free of dangers and appears to have been a storeroom. Crates, barrels and boxes are stacked throughout, covered in a thick layer of dust and old leaves.


It appears clear of threats in the room....just a bunch of old crates and barrels and such...and a lot of dust and debris near the base of the stairs that head upwards.


Faldor O'Gistoresh wrote:

"I think I do."

Faldor begins going through his pack and finds that he actually had two bottles he pulls them both out not knowing how many it will take.

"Will these work?"

One should be sufficient.

A few moments of work and the mass of spiders is consumed in a pool of fire. No immediate threats are visible.

So....whassup?


Effan Effluvium wrote:
The False DM wrote:

Jaden- 25

Faldor- 23
Morganst- 19
Spider- 13+
Keegan- 13-
Effan- 11
Abe and mount- 8

Seeing the swarm cover Keegan, Effan changes plans. He casts sleep hoping that the swarm is affected first.

Sleep description: ** spoiler omitted **

So the individual spiders should sleep before Keegan. And 4 hd is a lot of spiders. Will save DC on the sleep is 15.

1d20=14 will.

Effan's magics have drained the energy from the swarm, causing them to fall unconcious and rain down off of their two victims like a rain of.....well, spiders. A few random spiders skitter off but without the cohesion of a swarm they are just individual common spiders.
8,000 little teeny snores can be heard as you guys decide how to take care of the swarm for good.


Hozs Ferryman wrote:
The False DM wrote:
The remaining larger spider(s?) retreat back up into the webbing along the ceiling. The swarm of spiders however, roll over Hozs like a wave of legs, biting and scratching him viciously. (3 damage and make a fort save dc11 or take 2 strength damage. on Hozs' turn make a dc11 fort or be nauseated for 1 round.)
is Hozs still in the swarm? (do I need to still make a save on my turn?

Oh yeah, you take the same as Keegan.


The spiders run amok on Keegan, crawling into every gap in his clothing, trying to enter ears, nostrils, mouth, etc....biting every bit of flesh they find....
1d6=6 damage, 1d3=1 strength damage unless a dc11 fort save is made. A second DC11 fort save is needed or Keegan is nauseated.

Party's turn!!


Jaden and Faldor are up then the itsy-bitsy spiders crawl up in Keegan's pant-legs!
Morganst, were you shooting at one of the dog-sized spiders escaping the tower or at the swarm (hint: Swarms take no damage from weapons).

Morganst's arrow pierces the abdomen of one of the spiders that are attempting to scramble away drawing a high-pitched chittering sound from the beast as it lurches over the apex of the tower and out of sight.


The swarm writhes in anguish as Keegan's flaming spittle singes the arachnids. The area where the oil lands burns lightly, a prolonged area of flame that licks at the swarm....The 8-legged vermin, now reduced in number, are scrambling to exit the area of the burn and surge towards Keegan...

Spot check DC15-

Spoiler:
A couple of dog-sized spiders scramble out of the broken tower's roof and disappear out of sight, presumably out into the surrounding wilds to escape the fire and smoke and steel.


Effan Effluvium wrote:
Keegan Cawley wrote:

Keegan seems to have an idea. He motions for the group to retreat to the entrance.

"'Ffan, droogy, you has nny things what go boom, like?"

Effan pauses briefly in his struggle with his backpack to reply, " a couple vials of oil. And some tindertwigs."

Fakey, how's he doing rustling those things out?

You spent last round getting them out....they are in hand to do with as you please....


Keegan, Effan and Abe are up!


The remaining larger spider(s?) retreat back up into the webbing along the ceiling. The swarm of spiders however, roll over Hozs like a wave of legs, biting and scratching him viciously. (3 damage and make a fort save dc11 or take 2 strength damage. on Hozs' turn make a dc11 fort or be nauseated for 1 round.)


Faldor O'Gistoresh wrote:

A mournful tune excapes Faldors lips as torch like fire appears in front of the swarm, then begins trying to herd them away.

Dancing lights to look like torches. I'm trying to scare them back. Intimidate or Bluff check?

The bugs all momentarily recoil from the images, allowing Abe and Jaden to beat a hasty retreat, but without heat from the lights it looks to be a temporary reprieve....

Morganst than the vermin all eat you guys......I mean get their turn.


The swarm appears to take no noticable damage from Hozs' strikes. Jaden, Morganst and Faldor your turns....


therealthom wrote:
Keegan Cawley wrote:


Aw, come ON! NOW you post? I just got back from work!

Sorry Shiney. If you hurry maybe Fakey will let you supercede my post.

If he hurries.....I will post the next thing in the A.M.....


The False DM wrote:

Keegan up!

Somebody wanna NPC Keegan?


Keegan up!


Jaden- 25
Faldor- 23
Morganst- 19
Spider- 13+
Keegan- 13-
Effan- 11
Abe and mount- 8

Jaden and Faldor leap to the attack and manage to fell the 8-legged monstrousity as 2 more of the creature drop down from the ceiling looking for blood. Morganst manages to hit one with an attack as it drops to attack Jaden but doesn't stop it from trying to hit as the other spider lands before Abe and attacks. Both of the creatures miss, but all of the party members in the tower see another threat.....out of the stairwell a writhing mass of hundreds of tiny spiders begins to spill down the stairs....a spider swarm!
Abe drops the spider that Morganst hit with his attack.

Keegan and Effan, then back to the top o' initiative. Hozs, jump in when you can, I'll retcon for your actions...


Keegan Cawley wrote:

Keegan spits something dark and slimy into the dirt at his feet.

"Damn."

He crosses the threshhold into the room, drawing his mace, looking to see if Jaden has the situation under control.

initiative please?


Somehow Abe manages to open the door while holding reins and a warhammer and blunders into the dark room beyond the door. The 15'X15' room is dusty and dry, barrels and crates dominate most of the interior except for the area that Abe and his mount move into and the western wall, which has a stone railing and stairs leading up.
Everything is covered in a thick layer of cobwebs and dust, which is now stirring up to make details in the room difficult to pick up.
I rolled for Jaden and Abe to see this but the rolls sucked....
A fat spider, damn near the size of Abe's dog, drops onto him from above and delivers a vicious bite to the holy warrior-
1d20+4=20 to hit Abe's FF AC, 1d6=5 damage. DC 12 fortitude save or take 2 strength damage.

Roll initiative!
Spider goes on 13.


Keegan Cawley wrote:


Wow. Someone actually got one of my jokes.

*Does the old pointing from his eyes to EMS's eyes and back again.....*


Morganst seems to have some difficulty with the lock, despite his initial confidence, but after spending a couple moments at it the well-crafted lock finally gives way....(I took the liberty of a take 20).
The door now appears unlocked and ready for someone to open....


Nothing can be heard through the door and no magic is detected upon the door or in the general vicinity. The lock is built into the door very well.....
It doesn't appear to be trapped....


Map of site. A note on the map- you guys explored the room behind the left-most door to the shaded area in the upper hallway. It was the old armory with the secret door that you found. I just haven't updated the map and can't do it remotely right now.
Walking up the ruins the group comes across a fresh bloodstain in the doorway that was hastily covered over with some dirt with drag marks leading to one of the fallen front doors. A quick look under reveals the body of a kobold, presumably taken out and stashed by the other group of Lizardfolk before they headed out hunting.
The courtyard is deserted and no sounds can be heard besides the occasional squawking of one of the many Razorcrows that sit perched upon the ruined crenelations of the monastery. There appears to be no sign of an alarm being raised...
The door to the tower seems to be intact and locked with the door being a huge slab of Darkwood and the locking mechanism seems to be of sturdy dwarven make, possibly mithral, as are the hinges.


Effan Effluvium wrote:
In terms of plan -- the wolf-room had stairs going down, the end room where Hozs and I found the magic bolts had a secret door, and there's the tower. Anyone can correct me, but that's how I remember it.

This is a correct assertion, Wolf-room collapsed stairs going down, Armory had a secret door, and the unexplored tower.


Keegan Cawley wrote:
Faldor O'Gistoresh wrote:

Send the new giant gnome in.

"So do we fortify the top ruins as a fallback point or do we just go down now?"

"Yessir. R'member kids, out here, there's all kinds-like o' trouble, see? But everything down there in the dark has t' fit throughways the door."

Zogonia much? LOL.


So is there some sort of a plan/path forward in all that stuff that I am missing? ;P


The party approaches their destination by late afternoon and half of the lizardfolk warriors break off from the group to do some recon and look to take out any Kobold lookouts. They return after half an hour with news that they took out 2 pairs of kobold lookouts in the area and found fresh tracks from a recruiting squad of kobolds leading NorthWest from the ruins.
After giving their report their leader says, "We will follow the kobold tracksss and try to overtake the ssssquad sssso we can avoid being hit from behind by a fressssh group in a few daysss. The ressst of my kin here will asssssisssst in infiltrating the lair with you.....good hunting!". Then he takes off with four other warriors, leaving 5 behind with the party.
The remaining Folk turn their attention to Jaden, obviously waiting for some type of plan while preparing their javelins.....


Faldor O'Gistoresh wrote:

For once during a story Faldor is quiet and happy just to take notes of the things the lizardfolk say. He then lies awake most of the night thinking of causes for undead to be declining but puts the thoughts out of his head and gets some rest.

A little slow to pack before leaving Faldor has to be brought out of thought quite a few times as they brake camp, still wondering the cause of the undead decline.

....excellent! Seed planted......plot thickens......


During the evening's dinner and afterward into the early evening, a couple of the lizardfolk take the opportunity to relate stories of the dwarves that used to dwell within Droskar's Crag, and the two cities of the dwarves that lived worked and eventually died on The Crag. Jernashall, a totally below ground city (except for it's massive gates)where the dwarves toiled and labored to draw precious ores from the mountainous volcano, confident that their engineering precautions would keep them protected if the mountain erupted, and the surface city of Raseri Kanton, the dwarves' merchant haven city that was the hub of trade for the dwarven wares created in Jernashall, allowing humans, elves, and other humanoids access to the well-crafted dwarven items.
Both cities fell into ruin after a series of massive eruptions, the dwarves in Jernashall reputedly were broiled alive, whilst the city of Raseri Kanton crashed dowm the side of the mountain, killing most of it's residents. Undead supposedly walk the cracked and broken streets of Raseri Kanton now- restless souls who perished with the rending of the mount.
The lizardfolk sometimes work with the Satyrs and other fey of the wood to drive back the undead when they begin to stray from the ruined city's broken shell, although they haven't had to do such for quite a few years now, which is odd.

The evening passes uneventfully and the party moves on with the dawn, drawing ever closer to it's destination.


Don't forget you had some downtime before the adventure also to do some item creation stuff....roughly a week I would guess.


Eventually the party is led back down to the forest floor, on the opposite side of the river, ready to continue on to the ruined dwarven monastery. Six of the lizardfolk melt into the surrounding woods, scouting about the group, while two take point positions to lead the party to it's destination and the remaining two take up the rear guard positions.
Your group is making excellent time towards their goal and by nightfall it is determined that you should probably reach the ruins by late tomorrow afternoon.....


Assuming everyone has their one item...

A small squad of 10 lizardfolk join you after resting and re-equipping leading your party up into the trees and along the interwoven pathways that lie hidden in the mid-regions of the tall forest trees surrounding the river. Shops, dwellings and other sights typical of a normal town can be seen nestled amongst the branches and boughs of the giant trees, at one with the natural order around them.
After following a maze of "streets" for several minutes you notice below you the steadily moving Darkmoon River. It appears that you are to cross the river without boat.
One of the smaller Reptilian Humanoids in the squad notices Hozs looking at the Fox Armor with some amount of sorrow and speaks to him in a broken common using many hand gestures to help get the point across. "Foressstfriend, pleassse do not think that we have usssed the animalsss of the wood in a....rude....manner. We only take the onessss that are weak or ssssick and ussse all that their livesss offersss. What we hunt issss necesssssary to keep the creaturesss of the wood healthy and ssstrong. Before our kind came to the foressst, the animalssss had diseassse and sssicknesss taking many more of their numberssss than we do now. Our Foressstfriendsss ssspeak to the denizensss of the foresst sssometimesss and they underssstand the need to keep them ssstrong. Our way is not for malice but to be caretakerssss. Instead offer thanksss to thossse who provide for ussss within The Wood by giving up their livesss to make the ressst ssstronger."


LOL!
Bear with me guys, see the discussion thread for details but I may not be able to post to the thread until early next week, but once we get rolling it is gonna be steady again.


Faldor O'Gistoresh wrote:

I do not remember if we are on a timetable or not. Faldor really wants to free the fey's spirits from the tree. Also if I take the cloak could I still get the Fox armor?

Having second thoughts Faldor puts the bolts back and grabs one of the cloaks and drapes it across his small shoulders.

"Thank you clan friends for these gifts."

Only one item each I'm afraid.


Keegan Cawley wrote:
The False DM wrote:

+1 Bloodfeeding Morningstar- everytime it does damage it gains 1 blood point, which can be stored for up to one hour. The weapon can store a maximum of 10 blood points. This requires no activation.

When you deal damage to a creature while wielding a bloodfeeding weapon, you can activate the weapon to spend up to 5 blood points. Each point spent deals an extra 2 damage to the creature. The weapon doesn't gain blood points when using blood points while striking.
Other than that it's a +1 morningstar that looks like a leering devil head with spikes all over it.

"Hurrrmmm..."

Keegan takes that.

Will there be a chance to make a detour so Keegan can bury his old mace with his other gear?

You tell me. If you guys want to detour that's up to the group. Probably would take a couple extra days of travel. And when I read up on the bloodfeeding ability I just had to toss one of those in for K.


Faldor O'Gistoresh wrote:

Looking through the collection of items and examines the river rock gloves, then also looks through the weapons and removes four bolts of the Acidfont and places them into his quiver. As he is about to slip on the gloves the Armor of the Fox catches his eye then pauses as he tries to figure which is better to suit his band of friends.

“What do any of you suggest I take with us?”

Abe if you want the gloves I will go ahead and take the armor.

If you want the arrows you would take all of whatever type you choose. Don't forget though, only one magic item each.

And to everyone, don't forget that you can replace one other weapon with a Masterwork weapon and your regular armor with a masterwork version (if it isn't metal).


Effan Effluvium wrote:


Nice selection , Fakey. I like the custom items. If armor of the fox was a cloak, I think I'd be all over it. The viper cape and bracers of entangling have possiblities too. Though to be honest I probably wouldn't get maximum use out of the cape. About the bracers, could they be used with magic missile targeting multiple targets in a round?

Yes, they would. Any spell that does Hit point damage to any number of targets. Entangling Fireball sound cool?


Abernathus Burbuckle wrote:

Abe takes the Rhino Hide Armor and looks at the gloves.

Do they work with Lay on Hands?

Nope, only with spells. And it's only one glove.


Bracers of Entangling Blast- 3x/day activate (swift action) to have a spell do 1/2 damage, however any creature damaged by spell is entangled for 1d3 rounds, taking an additional 1 damage per spell level, per round entangled on the caster's turn.

Cape of the Viper- Has 3 charges/day renewed at dawn (swift action to use), spending charges turns the wearer into a viper for 7 rounds as follows:
1 charge= small viper
2 charges= Medium viper
3 charges= Large viper with +2 to the save DC of bite's poison.
Change is like a polymorph effect, replacing stats and abilities with those of a typical viper except for HD, HP, alignment, and ability to understand the languages you know.

{I saved the best for last, Shiny!}
+1 Bloodfeeding Morningstar- everytime it does damage it gains 1 blood point, which can be stored for up to one hour. The weapon can store a maximum of 10 blood points. This requires no activation.
When you deal damage to a creature while wielding a bloodfeeding weapon, you can activate the weapon to spend up to 5 blood points. Each point spent deals an extra 2 damage to the creature. The weapon doesn't gain blood points when using blood points while striking.
Other than that it's a +1 morningstar that looks like a leering devil head with spikes all over it.

Not very close to leveling. Yet.


The Leader takes the party over to the treasury to help them pick out some gear for their quest, leading them down into a tree trunk, to a winding tunnel that leads deep under the river judging by the direction taken. The treasury is quite well stocked and a bit of a surprise to the group. There are a good amount of masterwork weapons and armor of small and medium size, although metal armors are looking scarce.

Each PC is offered one weapon and piece of armor of their choice from the stock available. No metal shields are available and all wood shields are darkwood. No metal armor is available although there is 2 Turtle shell armors that are the equivalent of MWK Banded mail but with a +2 max dex bonus. Most of the weapons and armor look tribal and slightly rough but are of excellent quality.

OK, the treasury of stuff to pick from- One item each please. If you choose a weapon it doesn't effect the previous pick, If you choose an armor you can only have either one or the other.

Treasury-
----normal items----
Bracers of Entangling Blast (MIC)
Cape of the Viper (MIC)
Cloak of Resistance +1 (there are 3 available)
Rhino Hide Armor (DMG)
+1 Bloodfeeding Morningstar (MIC)

----Altered/custom items----
Glove of the Soothing Hand- a blue and green glove covered in small, shiny river rocks-(3x/day any healing spell delivered with the gloved hand is maximized)
Armor of the Fox- made of foxskins with a large fox skull helmet attached (+1 leather armor, +2 to hide and move silently, 1/day activate(swift act.) to gain +4 to charisma for 5 minutes, 3/day activate (standard act.) to cast Disguise Self as the spell with a duration of 5 minutes.)
Otter Armor- Sleak, oily armor made of otter hides (+1 hide armor, Swim speed equals 1/2 land speed, +10 to swim checks, 1/day activate (swift act.) to gain a +4 to dexterity for 5 minutes.)
Darkwood Shield of Mercy- A deeply carved shield depicting a group of paladins holding a line, while behind the line several of the paladins tend to wounded soldiers (+1 Heavy Darkwood Shield, expend smite attempts to heal damage or conditions- heals wounds equal to 2x smite damage- can use 10+ healing to Remove Poison or Disease(non-magical)- can use 15+ healing to heal up to 4 points of ability damage- can use 20+ healing to remove negative levels (1d4).)
Scalydeath- The axe head looks like a scaled hide of greenish-silver with a handle that resembles a scaled tail (+1 Battle Axe, that becomes +2 vs. Reptilian and Amphibious Humanoids and does 1d6 bonus damage to those also.)
Bow of Javelins- Rough looking bows with fetishes tied to the ends -there are a few different types here (+1 bow, when normal arrows are fired from the bow they become enlarged for 1 round, dealing the next size category of die damage when they hit (1d4-->1d6, 1d6-->1d8, 1d8-->1d10), This effect is only bestowed upon non-magical ammunition.) They have longbows and shortbows available, along with composite versions of up to +2 strength bonus.
8 Acidfont Arrows or Bolts- (non-magical, alchemical-AC5 to target an area, 2d8 acid damage in a 10' radius for 2 rounds. DC14 reflex for half.)
6 Arrows (bolts) of the Bite- (+1 arrows, DC16 fort or 1d6 constitution damage, no secondary effect.)
Javelin of Electric- appears to be a scorched piece of darkwood, possibly struck by lightning, that has been fashioned into a javelin (+1 javelin that when thrown becomes a bolt of electrical energy for the first 30' of it's path before returning to javelin form to complete it's path. It is treated as a 2d6 lightning bolt for the first 30' of travel, then as a +1 javelin of electric (+1 shock damage) for the remainder of it's flight.)

All special items can be enchanted to be either small or medium sized by one of the lizardfolk mystics for free.
Please copy the relative text into your Character sheet for special items so the info on their usage is available.


Jaden Thorm wrote:

Jaden takes all in all that is said, waiting for it to all sink in. He starts to thank the leader before Effin beats him to the punch, he really needs to slow down on the wine.

" I think they will be more then helpful. They will meet bone and steel with the short lizards basterds, and help throw down the would-be king."

Sorry about the slowness of my replies, i just got my new computer up and going, so i will be more ontime with the posts.

No problem, I have a bunch of stuff slowing me down lately too.


I figured that the marshy, wetland type of areas would promote mushrooms and that Lizardfolk would probably use those things a lot. Didn't realize that it's been done much.

Sethis, the Talon leader, arrives shortly after. The lizardfolk warrior that was speaking with the group steps up to him and exchanges some words with him in their native language, then the warrior heads off quickly.
In draconic-

Spoiler:
Warrior basically outlined the story of events at Elara's and the T-Leader gave him authority to gather a squad and some workers to set up an outpost close to Elara's place to help protect them and offer more mundane assistance.

The Talon Leader then turns to the group and addresses them, "My friendssss! It isss good to ssssee you all again, and to thossse I haven't known before, welcome to our town. We have been trying to watch the ruinssss for more of the ssssmall-sscalykindsss activity but it hasss been difficult with the dissstance between there and here. We have dissscovered from the Kobold you left with usss that hisss group isss trying to weaken the human-town and fill their own rankssss until they are sssstrong enough to desstroy the humans.

My sssscoutsss have reported that koboldsss from other sssmall tribesss are being brought into the ruinssss at a ssslow rate, jussst a few at a time. We esssstimate the number of recruitssss to be sssmall at thisss time, only about 25 or sso recruits. We expeccct that number to risssse to around 30-35 by the time you can get to the ruinsss, in addition to the original tribe of 20 or sssso. The captive ssspoke of a leader that hasss rissssen, a new King of the Koboldsss.

He can't be permitted to gain much more power or he sssshall be a threat to all in the area, including my town.
To that end I would like to sssend with you, a Talon. 10 of my warriorssss to help end thisss threat. I have given them insssstructionssss for what to do when they arrive. Half of them would meet with my ssscout to find out if and where the lasssst kobold team headed to look for recruitsss and they are assssigned to track them down and eliminate them. The other 5 would asssssissst you in assssaulting the underground lair if that issss acccccceptable to your group. They would be under your leaderssship and would offer asssistance in whatever way you, Jaden, would decide is most helpful.
I really don't have many more troopssss to sssend without leaving the town somewhat un-patrolled and unprotected and I really don't believe that numbersss are what isss needed in thisss underground asssault.

I would like to also offer sssome assssistance in the form of accesssss to ssome itemsss of power that my folk have acquired over the agesss. I will take you to the treasssury and allow you each to choosssse one item to help in your quessst. You may keep thissss item if the king isss killed, and the threat removed.

What sssay you all?

Treasury list to follow soon....no drooling!


"Divine Droppingssss, a Were-creature?! At Elara'ssss! We must take actionsss to prevent her from sssssuch problemssss in the future. I will ssssuggest to Talon Leader Sssethissss that we sssshould man a ssssmall outpost near her to help protect her and to offer more asssssissssstanccce. Besidessss it will give usss an excusssse to be around to help her out more...." he states.
The party travels for about an hour with the group before they come to the river and head northward. Soon the sounds of a towns activity can be heard and the treetop crosswalks begin to come into view. The group is guided to a grouping of ancient darkwood trees and into a courtyard formed within the midst of the trees.
"Pleassse sstay here for a moment, Talon Leader Sssethisss will be brought immediately. Have sssome fruit and fermented musssshroom wine while you wait."


"Wasss it the ssssame assss the one in your human-town? The damned koboldssss tainted Elara'sss well alssso?"


Faldor O'Gistoresh wrote:

"Much better, we helped the dark cloud pass from them. All the children are whole again and she cares for our beasts of burden."

Faldor rubs his small legs as they continue walking, "The great ballads never tell you how long and far the heroes of old walked."

"Dark cloud? Of what do you ssspeak? Ssshe and the newtsss were fine sssseveral weeksss ago when we lassst visssited with her." he says with what looks like concern on his face.


"Elara, yessss. Ssshe is a lovely human woman. Ssshe hassss ssssuch a good way about her and is a blesssssing to thossse kidssss. How doessss sssshe and the child-humanssss fair?"